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Gene (James’s PC)

Gene Siskin

Gene Siskin was found as a toddler in a sealed bomb shelter by mutant treasure hunters. Amazingly, he was alone in the shelter but in perfect health wearing only a plastic bracelet with his name on it along with a numeric code. He showed no fear of the mutants who found him so they took him to the surface and raised him. Gene showed remarkable aptitude for learning and adapted to the surface world quickly.

Gene’s foster family never told him where he was found, but he knows that something is different about him. Somehow he remains unaffected by the chaotic mutations that warp the world he is now a part of (so far anyway). After the death of his foster parents Gene struck out to explore the world and find his origin. His only companion since then has been Yobo, a mutant lizard.

Gene has wandered the surface now for many years and is probably in his late 40s. He often uses his mace as a cane when he walks although he does not need it. Many would be assailants have foolishly believed him to be slow and frail a mistake they did not live to regret. Gene carries many odd trinkets that he has discovered in his explorations. Gene’s face is covered by a shaggy beard that hides his true Charisma. Although he is very intelligent, Gene listens and observes more than he speaks.

As a renowned survivor and troubleshooter, Gene was requested to join the Expedition by the Conclave.


General Information

Character Name: Gene Siskin
Primary Player: James
Character Type: Pure Human
Alignment: Neutral
Level: 6th
Karma Points: 1 (1/adventure session)

Ability Scores

Score Modifiers
Strength: 15 +1 Melee Atk, Damage, & Forcing Doors
Dexterity: 17 -2 AC, +2 Missile Atk, +1 Initiative
Constitution: 19 +1 vs. Poison, +0 vs. Radiation
Intelligence: 18 +15% Technology Roll Modifier
Willpower: 14
Charisma: 12 +0 Rx’n Adj, Max 4 Retainers (7 Morale)

Saving Throws

Target Number
Energy Attacks: 13
Poison or Death: 10
Stun Attacks: 12
Radiation: 11

Combat

Base Combat Stats

Hit Points: 55 (83 maximum)
Armour Class: 3 (Leather Armour, -2 DEX, -2 lvl bonus)

Weapons

Attack Damage Range
Black Powder Pistol +2 1d10 40’/80’/120′
Mace +1 1d6+2 Melee
Dagger (melee) +1 1d4+2 Melee
Dagger (thrown) +2 1d4+2 10’/20’/30′

Physical Attacks

Opponent’s AC
≤-5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9
20 19 18 17 16 15 14 13 12 11 10 9 8 7 6

Mental Attacks

Opponent’s WIL
≤4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
S 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

Special Abilities

Pure Human Traits

  • Ability Bonuses: +3 to CON, INT, and CHA. (Not counted towards Karma.)
  • Increased Hit Die: Rolls 1d8 hp per point of CON, instead of 1d6.
  • Immune to Mutation: Never mutates as a result of radiation exposure.
  • Literacy: Pure Humans with INT 9+ are automatically literate.
  • Repair Technology: Pure Humans with INT 13+ may attempt to repair technological items.

Other Traits

  • Level Bonuses: +1 CON, +1 CHA, +1 to damage, -2 AC bonus.
  • Languages: Unislang, Gutterspeak, High Tongue, Ancient (literate).

Possessions & Encumbrance

  • Combat Gear: ‘The Decider’ black powder pistol (ROF 1/3 rounds, gunpowder horn & 10 shots ammo), long-handled mace (doubles as walking stick), dagger (in boot sheath), leather armour.
  • Miscellaneous Relics: Rad tab, small tool kit, compass, goggles.
  • Other Possessions: Backpack (bedroll, trail rations (7 days), waterskin, hammer & spikes, oil flask, flint & steel, spyglass), utility belt, bandoleer, boots, gloves, hat, trenchcoat, travelling clothes.
  • Load Limits: 0-80 lbs light / 81-195 lbs heavy.
  • Current Encumbrance: 56 lbs (light load).
  • Movement: 120′ turn move, 40′ encounter move, 120′ running move.

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5 comments

  1. I’m working on a character sketch. Sort of a “Slappy the muleskinner” meets Mad Max kind of thing…


  2. Bonus Equipment: Added rad tab.


  3. Rad!


  4. Character picture has been added.


  5. nice pic :D!



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